About

€5,436

138

"Adventurers! from GRAmel is a one-sheet RPG, at least from the player's side. The whole system is flexible and concise. In the right hands, this should shine like gold."

- Erik Tenkar, rpgnow review

"I picked this up after seeing a review. To say that I am impressed by this set of rules would be an understatement. I think the author has done a great job of giving us, the players and GMs a clean and simple set of rules that really cover what would be needed to play a game. The mechanics are easy to learn and work well."

-Daniel C., rpgnow review

"Let's add another voice to the chorus of people saying: This is a fantastic achievement. A game every roleplayer should look at to see a great game does not need several hundred pages, sometimes two are enough. And I think the latter is much harder to pull off."

-Markus B, rpgnow review

"A lot of games have tried to do the small, simple, but functional systems, but this has to be one of the best efforts I have ever seen. A very basic core, with modules (like Mass Combat and Scaling) to allow more flexibility, and multiple examples of how to further tweak for various settings, Adventurers! Revised is an impressive site to behold."

-Tommy Brownell, reviewer

Almost three years have passed since we at GRAmel published Adventurers! It was a gamble; could you put an entire game system in only two pages?

Three years and a dozen published Adventurers! settings later, we can say: “Yes, you can”.

But what is Adventurers? It is a traditional, old school RPG, with strong roots in Fighting Fantasy, Dungeons & Dragons, Savage Worlds and a bit of FATE.

The system is very simple: characters have three Stats, Strength, Agility and Mind, ranging from -1 to 6 and a set of very broad and customizable Skills, available in Base and Advanced form.

Actions are resolved simply by rolling two d6, and adding the relevant Stat; you succeed on 7 or more.

Adventurers! is a living game, and like all living things, it grows and evolves, both from in-house development and from the suggestions of the many fans playing it around the world.

What has changed? A lot and very little at the same time: for example, characters are now described by a Concept and the new Scale System allows you to handle characters, starships, armies, and even star-spanning empires with the same simple ruleset!

In a few words, we have a number of nifty ideas we want to introduce into the game, and we want to improve the presentation too, to make it more gamer-friendly and immediate.

In addition, a number of players asked us for a dead tree edition of the game, but, the game being very concise, this was hard to do, because we want Adventurers to maintain the same denseness of content of the electronic version.

So, after a lot of pondering, we decided to do two Adventurers books, a Core and a Fantasy book, not just with the rules but packed with settings, a great number of them, and, with your help, additional settings will be unlocked!

In this 100+ page, black and white (or color and black and white - depends on pledge level) book you’ll find:

Adventurers Revised Edition

The core rules of the game, including the Player Guide, the Game Master Guide, character sheet, Monster Cards and everything you need to play Adventurers!

Space Rangers

The exoticism of space opera meets space western in this setting: the heroes are Space Rangers, the last bastion of law in the Frontier Sector, protecting human colonies scattered among a number of far, untamed planets. They hunt outlaws and space pirates, bring medical help and advance the exploration of a largely unknown area of the universe.

Remember the Old West? Well, this is the same, but in space. And now, as millennia ago, the motto is still true: "One Riot, One Space Ranger". So take your old, battered spaceship, bring your posse with you and be ready to protect the Galaxy. Space ship rules (with customization options) included!

Voodo Pirates

Avast, ye landlubbers! In this dark pirate setting, players adventure as swashbuckling heroes eager for fortune and fame on the Cursed Spanish Main.

Drawing inspiration from the Pirates of the Caribbean movies, players will sail the Cursed Caribbean as greedy pirates, rough privateers, hardy explorers, attractive governors’ daughters, dark Voodoo priests or cunning merchants. Will you hoard piles of treasure, or will you be eaten by ravenous zombies or drowned by the alluring Mermaids?

New rules for handling naval battles and life at sea, severed limbs, eye patches, trained pets, sharp wits and dark voodoo practices make this setting a must for ye all, mateys!

This book doesn`t include rules, but it is fully playable with free rules.

In this 100+ page, black and white (or color and black and white - depends on pledge level) book you’ll find:

Gothica

There is a road, deep in the Carpathians, bringing you to an ample vale, full of dark, misty woods. It is Gothica.

The ruler of the vale is Count Wolfgang Von Vurdalak, last heir of an ancient family which earned their power through bloodshed and slaughter. In the last few years nobody has seen Count Vurdalak by day, and his decrees are administered by minor nobles each with their own domain. There is a saying in Gothica: if you enter the dark vale, you’ll never leave it… alive!

Kung Fu Adventurers!

Unleash your inner energy! In this setting players will become animal heroes living exciting martial arts adventures in the fictional, far-eastern empire of Xi’An.

Drawing inspiration from the Kung Fu Panda movies, each player will hail from an “Animal Clan” and fight cinematic battles defending their land against evil demons, Hong Kong movie style! Will you be a wandering monk hero of the Tiger Clan, a violent brute of the Boar Clan, a frightening Wushu sorcerer of the Mantis Clan or a heartless assassin of the Snake Clan?

Many different martial arts schools, incredible cloud-walking skills, awesome Chi focusing abilities, a new Power sphere focusing on Pressure Points and a lot of exotic weapons await you in this wuxia setting!

The Dungeon

This companion takes Adventurers! back to the real roots of gaming: fantasy dungeon crawling!

As a player, you’ll find extra rules and options to lead the heroes into ancient ruins full of monsters and treasures, just like in the old 80s role playing games, plus rules for creating a heroes’ company and building your own stronghold.

As a Game Master do you have no time to design complex maps for your dungeons? Fear not: in the sourcebook you’ll find a complete, abstract and map-less system to venture in labyrinths, plus rules for traps, crafting magical items, handling dungeon situations and much more!

Adventurers! is more than a simple ruleset. It is a philosophy of concision and denseness of information.

All our settings include:

A player guide (with a description of the world, new Skills, gear and much more)

A game master guide (with a mini-gazetteer, specific magic and monster rules)

A full-fledged scenario

6 Pre-generated heroes

20+ new monsters on Monster Cards (so you can easily consult them during the game)

Here are some examples of upcoming settings - those depend on you!

Toy World

In this setting the players roleplay children’s toys, living in a daycare center in a large mall. The toys spend their days playing with the kids visiting the daycare center, and at night, filled with the power of Joy, they participate in their own adventures. Teddy bears try to outwit the servants of the Rat King, master brick builders try to help the parrots in the pet store, and plastic paladins with shining swords maintain order. This is Toy World.

Event Zero

Welcome to Event Zero, the street-level superheroes setting for Adventurers. In this setting you’ll play a Special, a common person of Neopolis who suddenly discovers they have superhuman abilities! Will you use your powers for good or for selfish goals? Will you be a hero or a villain?

Shadow City 2065

The year is 2065, the place was known as Hong Kong, but today, incredibly expanded and mutated, it is Shadow City, a free port, one of the biggest conurbations of the near future and the main access to the Lunar Colonies, thanks to the Space Elevator. The heroes are Nightjacks, highly trained specialists living on the razor’s edge in a merciless world dominated by corporations. Will you survive the night?

Shipping – €15 (Whole world)

Monster Cards Deck – €10

Adventurers! is only few pages long, but we know that, at the gaming table, a lot of time can be lost from the GM rummaging through the books to find monsters’ stats. For this reason, Adventurers! introduces a deck of 55 Monster Cards, containing a selection of the most iconic creatures of each setting!

Dice – €1.5

With a minimal expense you can have two d6 dice!

Cardboard Hero Points – €4

A set of very handy counters to simulate the expense of Heroism without having to scratch the character sheets!

Risks and challenges

Adventurers! will be published in cooperation with GRAmel/Fajne RPG, a Polish company known for Beasts and Barbarians, Nemezis, and Polish editions of Savage Worlds and Deadlands. 5 Adventurers! books have been printed for the Polish market already, and then reprinted, so our printers are ready. Fajne RPGs have had 3 successful crowdfunding campaigns in Poland, and delivered all rewards; their Beasts of the Dominions crowdfunding has also been delivered successfully.

Answering your quesions: We will try to answer at least once a day. During weekends, it may be a bit longer between our answers. I hope that you will understand.

Art updates may take some time, but we expect everything will be ready for January, so we can send things out in early 2017.

Kickstarter is not a store.

Pledge €50 or more
About $57

Early Looter

Early bird! Catch it, but be quick!
You get the full pack: a printed copy of both books, in color, with all funded settings, art, maps and character cards; one deck of Monsters Cards and Hero Points, two dice and complimentary pdfs.